More tangent changes

This commit is contained in:
Dynamitos
2024-12-27 17:06:43 +01:00
parent 7f4d7c7f71
commit f3b6ed31dc
15 changed files with 275 additions and 163 deletions
+61 -27
View File
@@ -9,18 +9,50 @@ struct MaterialParameter
struct LightingParameter
{
float3x3 worldToTangent;
float3 viewDir_TS;
float3 position_TS;
float3x3 tangentToWorld;
float3 viewDir_WS;
float3 position_WS;
}
// Constructs a TBN matrix from a unpacked qtangent for example for after vertex interpolation in the fragment shader
float3x3 constructTBNFromQTangent(float4 q){
q = normalize(q); // Ensure that the quaternion is normalized in case it is not, for example after interpolation and so on
float3 t2 = q.xyz * 2.0, tx = q.xxx * t2.xyz, ty = q.yyy * t2.xyz, tz = q.www * t2.xyz;
float3 tangent = float3(1.0 - (ty.y + (q.z * t2.z)), tx.y + tz.z, tx.z - tz.y);
float3 normal = float3(tx.z + tz.y, ty.z - tz.x, 1.0 - (tx.x + ty.y));
return float3x3(tangent, cross(tangent, normal) * ((q.w < 0.0) ? -1.0 : 1.0), normal);
float3x3 qTangentToMatrix(float4 q){
q = normalize(q);
float qx2 = q.x + q.x;
float qy2 = q.y + q.y;
float qz2 = q.z + q.z;
float qxqx2 = q.x * qx2;
float qxqy2 = q.x * qy2;
float qxqz2 = q.x * qz2;
float qxqw2 = q.w * qx2;
float qyqy2 = q.y * qy2;
float qyqz2 = q.y * qz2;
float qyqw2 = q.w * qy2;
float qzqz2 = q.z * qz2;
float qzqw2 = q.w * qz2;
float3x3 m = float3x3(1.0 - (qyqy2 + qzqz2), qxqy2 + qzqw2, qxqz2 - qyqw2,
qxqy2 - qzqw2, 1.0 - (qxqx2 + qzqz2), qyqz2 + qxqw2,
qxqz2 + qyqw2, qyqz2 - qxqw2, 1.0 - (qxqx2 + qyqy2));
m[2] = normalize(cross(m[0], m[1])) * ((q.w < 0.0) ? -1.0 : 1.0);
return m;
}
float4 qTangentSlerp(float4 q0, float4 q1, float t){
float co = dot(q0, q1), so, s0, s1, s2 = 1.0, Omega;
if(co < 0.0){
co = -co;
s2 = -s2;
}
if((1.0 - co) > 1e-8){
Omega = acos(co);
so = sin(Omega);
s0 = sin((1.0 - t) * Omega) / so;
s1 = sin(t * Omega) / so;
} else {
s0 = 1.0 - t;
s1 = t;
}
float4 r = ((q0 * s0) + (q1 * (s1 * s2)));
return r * ((((q0.w < 0.0) || (q1.w < 0.0)) != (r.w < 0.0)) ? -1.0 : 1.0);
}
// data passed to fragment shader
@@ -28,10 +60,10 @@ struct FragmentParameter
{
float4 position_CS : SV_Position;
#ifndef POS_ONLY
float4 qTangent : QTANGENT;
float3 normal_WS : NORMALWS;
float3 tangent_WS : TANGENTWS;
float3 biTangent_WS : BITANGENTWS;
float3 position_WS : POSITIONWS;
float3 position_TS : POSITIONTS;
float3 cameraPos_TS : CAMPOSTS;
float3 vertexColor : COLOR;
float4 texCoords0 : TEXCOORDS0;
float4 texCoords1 : TEXCOORDS1;
@@ -55,17 +87,16 @@ struct FragmentParameter
LightingParameter getLightingParameter()
{
float3x3 worldToTangent = transpose(constructTBNFromQTangent(qTangent));
LightingParameter result;
result.worldToTangent = worldToTangent;
result.viewDir_TS = cameraPos_TS - position_TS;
result.position_TS = position_TS;
result.tangentToWorld = getTangentToWorld();
result.viewDir_WS = normalize(pViewParams.cameraPosition_WS.xyz - position_WS);
result.position_WS = position_WS;
return result;
}
float3x3 getTangentToWorld()
{
return constructTBNFromQTangent(qTangent);
return float3x3(normalize(tangent_WS), normalize(biTangent_WS), normalize(normal_WS));
}
#endif
static FragmentParameter interpolate(FragmentParameter f0, FragmentParameter f1, FragmentParameter f2, float3 barycentricCoords)
@@ -73,14 +104,15 @@ struct FragmentParameter
FragmentParameter result;
result.position_CS = f0.position_CS * barycentricCoords.x + f1.position_CS * barycentricCoords.y + f2.position_CS * barycentricCoords.z;
#ifndef POS_ONLY
result.qTangent = f0.qTangent * barycentricCoords.x + f1.qTangent * barycentricCoords.y + f2.qTangent * barycentricCoords.z;
result.position_WS = f0.position_WS * barycentricCoords.x + f1.position_WS * barycentricCoords.y + f2.position_WS * barycentricCoords.z;
result.normal_WS = f0.normal_WS * barycentricCoords.x + f1.normal_WS * barycentricCoords.y + f2.normal_WS * barycentricCoords.z;
result.tangent_WS = f0.tangent_WS * barycentricCoords.x + f1.tangent_WS * barycentricCoords.y + f2.tangent_WS * barycentricCoords.z;
result.biTangent_WS = f0.biTangent_WS * barycentricCoords.x + f1.biTangent_WS * barycentricCoords.y + f2.biTangent_WS * barycentricCoords.z;
result.position_WS = f0.position_WS * barycentricCoords.x + f1.position_WS * barycentricCoords.y + f2.position_WS * barycentricCoords.z;
result.vertexColor = f0.vertexColor * barycentricCoords.x + f1.vertexColor * barycentricCoords.y + f2.vertexColor * barycentricCoords.z;
result.texCoords0 = f0.texCoords0 * barycentricCoords.x + f1.texCoords0 * barycentricCoords.y + f2.texCoords0 * barycentricCoords.z;
result.texCoords1 = f0.texCoords1 * barycentricCoords.x + f1.texCoords1 * barycentricCoords.y + f2.texCoords1 * barycentricCoords.z;
result.texCoords2 = f0.texCoords2 * barycentricCoords.x + f1.texCoords2 * barycentricCoords.y + f2.texCoords2 * barycentricCoords.z;
result.texCoords3 = f0.texCoords3 * barycentricCoords.x + f1.texCoords3 * barycentricCoords.y + f2.texCoords3 * barycentricCoords.z;
#endif
return result;
}
@@ -91,11 +123,13 @@ struct VertexAttributes
{
float3 position_MS;
#ifndef POS_ONLY
float4 qTangent;
float3 normal_MS;
float3 tangent_MS;
float3 biTangent_MS;
float3 vertexColor;
float2 texCoords[MAX_TEXCOORDS];
#endif
FragmentParameter getParameter(float4x4 transformMatrix)
FragmentParameter getParameter(float4x4 transformMatrix, float4x4 inverseTransformMatrix)
{
float4 modelPos = float4(position_MS, 1);
float4 worldPos = mul(transformMatrix, modelPos);
@@ -104,12 +138,12 @@ struct VertexAttributes
FragmentParameter result;
result.position_CS = clipPos;
#ifndef POS_ONLY
result.qTangent = qTangent;
float3x3 tbn = constructTBNFromQTangent(qTangent);
result.position_TS = mul(tbn, worldPos.xyz);
float3x3 normalMatrix = transpose(float3x3(inverseTransformMatrix));
result.tangent_WS = mul(normalMatrix, tangent_MS);
result.biTangent_WS = mul(normalMatrix, biTangent_MS);
result.normal_WS = mul(normalMatrix, normal_MS);
result.vertexColor = vertexColor;
result.position_WS = worldPos.xyz;
result.cameraPos_TS = mul(tbn, pViewParams.cameraPosition_WS.xyz);
result.texCoords0 = float4(texCoords[0], texCoords[1]);
result.texCoords1 = float4(texCoords[2], texCoords[3]);
result.texCoords2 = float4(texCoords[4], texCoords[5]);